grim_tactics wrote: »grim_tactics wrote: »If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Kinda like that warden would die if you were the one with friends outnumbering him, eh?
His sustain is high enough to get away and Wardens can be tanky as hell too. Kind of like a Sorc that shield stacks.
I'm saying - an ability that can only be blocked that does that much damage has no place in the game because it's spammable. If they're going to allow this - then go ahead and make it where CFrags can't be dodged and Curse can stack. Bet all of you would lose your minds if that was the case.
They need to fix this on Wardens and make it dodgable. You cant argue that it shouldn't be.
Yes i can. Dodge is way too powerful a defense, and in sore need of something that makes it less foolproof.
That's exactly the reason why ZOS intentionally made dive undodgeable in the firstplace. So there is nothing to "fix".
By the way, frags can be made undodgeable as soon as they lose the knockdown.
grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Joy_Division wrote: »grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
This looks like you got killed while AFK. Your single opponent didn't even animation cancel.
This is just BS. Magicka Wardens have amazing mobility.Strider_Roshin wrote: »Strider_Roshin wrote: »Dunno dude, I honestly didn't had so much problem against warden unless they're coming from behind in bg, playng as warden, as heavy mag dk and medium stamplar (ok I may have pirate skeleton on stamplar :P) just don't stay in their face to take deep fissure and you're fine. Honestly I had more problem on stam blade viper selene or sorc in heavy with tremor and viper..
Problem is not warden. The class is so bad soloing that any warden throwing cliff racer is no problem. The problem is more than 2 wardens spamming it
The class is so weak and ill done that they need to form groups to be somewhat viable PvP. In that case, a projectile with dmg increase based on distance is overkill. Nevertheless the class is played and has a succesful rate just because one skll. Does that mean the class is good? No. Is just a skill overperforming.
I wouldn't have any problem with that skill if none of the changes done last patch have taken effect. The class was more than OK if included in Homestead with Homestead rules, but nerfing block and constitution while incerasing dmg through MoA star has created unbalance that favors the class introduced in Morrowind (which in turn you have to buy to use it) How is that remotely close to the concept of "fair play"? (oxymoron intended)
Ugh this class is incredibly powerful, and very easy to 1vX with. The class needs no help by having an undodgeable attack.
Maybe you find the class to be weak because you're weak at playing it
Its not, stop that trash talking. I play it exusively since morrowind and its way way harder than any other class for 1vX except magicka NB.
U procblades seems really pissed lol
It has a higher skill cap than most, but it is certainly not weak. Wrecking groups as a Warden is stupid easy with scorch. And the undodgeable dive makes securing kills very easy since no one can play defensively against you. No one in medium armor that is.
Also I'm certainly not a proc blade.
Do u have a magden or know that from others? I can agree, if the enemys dont see me (e.g., fighting an other guy in BGS) and I come in with scorch and target 1 with dive into CS combo, yes - he will die. So may 1 other if he was already low and get hit by sorch.
The thing is, going in on a procblade on 80% target will kill it also, or a templar or whatever. Ifu as a magden are targeted by 2 players I wanna see how u kill them so easily. Ofc , bad players are easy kills, but they are on any class.
Again, the max magicka route is very similar to magicka NB. How many do u see 1vX?
Magicka warden has very bad mobility and are *** by snares, its very hard to land deep fissure if u are focused by 2 players , 80% snared and they are rolling / walking all the timé through u.
Listen, I understand, dive is "cancer" if u already fighting other people, but so are pricblades or 3 sorcs spamming curse. In a 1v1 u dont spam dive as a magden or u instakilled if u dont have ur shield up. OFC, talking about the necro route , there are other ways to build the magden, but they dont have that huge burst.
So many straw men from both sides in this thread.
Let me be bold and say CR doesn't need to be dodgable, but I want it to be. Here's why;
Magdens aren't weak in pvp, though I don't think they are necessarily OP. Shalk fletcher CR is a solid offensive foundation, ice fort lotus netch are great buffs to build a back bar around.
Fletcher is a very hard hitting dot, esp every other cast. Shalk is a funny skill, it's weaknesses are also its strengths. It's got a delay and has to be aimed manually. Delay helps line up big burst. And its AOE stun and damage makes it an effective area denial ability.
What makes this all work really well are birds. Hits hard, costs little, instant cast. They are undodgaeable so you have to eat the damage. But that's fine for builds that are meant to eat damage.
Shields and heals are a great counter to wardens. It's nothing special really just like any other fight, eat damage with shield or heals, counter attack.
Block is only an ok counter to the rotation of fletcher, shalk/CR cycle because the limited mobility while blocking keeps you in shalk area while sprinting or dodgerolling away from shalk makes you eat birds. It works though esp if you are a s/b DK who can tank and then regen resources through ultimate and sustain.
But a high burst medium stam has a hard time dealing with birds. You have to dodge the shalk, while healing through/blocking birds. Meanwhile fletcher is eating you alive and probably proving skoria.
If you get in a burst combo and he survives through the CC you have to contend with healing ward and possibly a healing ulti, forest or resto probably. Fletcher still eating you with skoria, then back to blocking / healing birds while running away from shalk.
If birds were dodgeable it wouldn't really hurt the warden against heavy stam/mag classes who don't roll much and are built to eat the damage already. It would make match ups against medium stam more even. Hence I want but don't need bird to be dodgeable. This game doesn't need to be RPS.
Joy_Division wrote: »grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
This looks like you got killed while AFK. Your single opponent didn't even animation cancel.
leepalmer95 wrote: »Joy_Division wrote: »grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
This looks like you got killed while AFK. Your single opponent didn't even animation cancel.
Why AC when your dw and cliff racer goes through dodge.
Joy_Division wrote: »leepalmer95 wrote: »Joy_Division wrote: »grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
This looks like you got killed while AFK. Your single opponent didn't even animation cancel.
Why AC when your dw and cliff racer goes through dodge.
Because extra damage and ultimate generation and procing weapon enchants are things good players generally do.
Besides, you have no idea if the opponent was a dual wield to begin with. Not to mention a dual wield Warden should be using Deep fissure, something opponent either did not do or isn't skilled enough to connect.
The screenshot, like most death recaps, add no understanding because there is no context. It's just there to support people's agenda.
Joy_Division wrote: »leepalmer95 wrote: »Joy_Division wrote: »grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
This looks like you got killed while AFK. Your single opponent didn't even animation cancel.
Why AC when your dw and cliff racer goes through dodge.
Because extra damage and ultimate generation and procing weapon enchants are things good players generally do.
Besides, you have no idea if the opponent was a dual wield to begin with. Not to mention a dual wield Warden should be using Deep fissure, something opponent either did not do or isn't skilled enough to connect.
The screenshot, like most death recaps, add no understanding because there is no context. It's just there to support people's agenda.
leepalmer95 wrote: »Joy_Division wrote: »leepalmer95 wrote: »Joy_Division wrote: »grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
This looks like you got killed while AFK. Your single opponent didn't even animation cancel.
Why AC when your dw and cliff racer goes through dodge.
Because extra damage and ultimate generation and procing weapon enchants are things good players generally do.
Besides, you have no idea if the opponent was a dual wield to begin with. Not to mention a dual wield Warden should be using Deep fissure, something opponent either did not do or isn't skilled enough to connect.
The screenshot, like most death recaps, add no understanding because there is no context. It's just there to support people's agenda.
Could of been out of fissure range and spamming that bird so its full range in pvp, which is a lot.
Make use of the 15% extra magicka morph damage because stamina morph doesn't get anything... lmao
The guy who died should of just blocked with his 2h and stood there, he may have been able to survive getting 4 shot then without being able to do anything. Maybe 6-7 shot? Before you lose all your stam.
DemonDruaga wrote: »Joy_Division wrote: »grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
This looks like you got killed while AFK. Your single opponent didn't even animation cancel.
My oponents never have the time to spam cast abilities on me in a 1v1 or 1v2.
If i don't pressure them it is clear that I will loose at some point.
I am the one leading the fight, forcing my enemy to heal, cloak, shield what ever he will need to survive.
Your oponent didn't even weave light attacks, so what where you doing?
grim_tactics wrote: »
If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
grim_tactics wrote: »grim_tactics wrote: »If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Kinda like that warden would die if you were the one with friends outnumbering him, eh?
His sustain is high enough to get away and Wardens can be tanky as hell too. Kind of like a Sorc that shield stacks.
I'm saying - an ability that can only be blocked that does that much damage has no place in the game because it's spammable. If they're going to allow this - then go ahead and make it where CFrags can't be dodged and Curse can stack. Bet all of you would lose your minds if that was the case.
They need to fix this on Wardens and make it dodgable. You cant argue that it shouldn't be.
Yes i can. Dodge is way too powerful a defense, and in sore need of something that makes it less foolproof.
That's exactly the reason why ZOS intentionally made dive undodgeable in the firstplace. So there is nothing to "fix".
By the way, frags can be made undodgeable as soon as they lose the knockdown.
TheBonesXXX wrote: »grim_tactics wrote: »grim_tactics wrote: »If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Kinda like that warden would die if you were the one with friends outnumbering him, eh?
His sustain is high enough to get away and Wardens can be tanky as hell too. Kind of like a Sorc that shield stacks.
I'm saying - an ability that can only be blocked that does that much damage has no place in the game because it's spammable. If they're going to allow this - then go ahead and make it where CFrags can't be dodged and Curse can stack. Bet all of you would lose your minds if that was the case.
They need to fix this on Wardens and make it dodgable. You cant argue that it shouldn't be.
Yes i can. Dodge is way too powerful a defense, and in sore need of something that makes it less foolproof.
That's exactly the reason why ZOS intentionally made dive undodgeable in the firstplace. So there is nothing to "fix".
By the way, frags can be made undodgeable as soon as they lose the knockdown.
I think dodge would be fine if evade wasn't in the picture.. at least dodge needs to be manually done and evade is just passive defense that is not earned by the player.. its complete RNG.
I've had my Bloodthirst and ballista chain evaded by the RNG chance.. its a very sketchy and passive mechanic.
Strider_Roshin wrote: »TheBonesXXX wrote: »grim_tactics wrote: »grim_tactics wrote: »If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Kinda like that warden would die if you were the one with friends outnumbering him, eh?
His sustain is high enough to get away and Wardens can be tanky as hell too. Kind of like a Sorc that shield stacks.
I'm saying - an ability that can only be blocked that does that much damage has no place in the game because it's spammable. If they're going to allow this - then go ahead and make it where CFrags can't be dodged and Curse can stack. Bet all of you would lose your minds if that was the case.
They need to fix this on Wardens and make it dodgable. You cant argue that it shouldn't be.
Yes i can. Dodge is way too powerful a defense, and in sore need of something that makes it less foolproof.
That's exactly the reason why ZOS intentionally made dive undodgeable in the firstplace. So there is nothing to "fix".
By the way, frags can be made undodgeable as soon as they lose the knockdown.
I think dodge would be fine if evade wasn't in the picture.. at least dodge needs to be manually done and evade is just passive defense that is not earned by the player.. its complete RNG.
I've had my Bloodthirst and ballista chain evaded by the RNG chance.. its a very sketchy and passive mechanic.
I've never liked the RNG dodge mechanic. I'm also am not a fan of the plethora of undodgeable attacks in this game. The only abilities that should be undodgeable are ground AoEs.
I'd happily see evasion removed from this game, but dodge rolling needs to be made viable if they were to remove it.
leepalmer95 wrote: »Strider_Roshin wrote: »TheBonesXXX wrote: »grim_tactics wrote: »grim_tactics wrote: »If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Kinda like that warden would die if you were the one with friends outnumbering him, eh?
His sustain is high enough to get away and Wardens can be tanky as hell too. Kind of like a Sorc that shield stacks.
I'm saying - an ability that can only be blocked that does that much damage has no place in the game because it's spammable. If they're going to allow this - then go ahead and make it where CFrags can't be dodged and Curse can stack. Bet all of you would lose your minds if that was the case.
They need to fix this on Wardens and make it dodgable. You cant argue that it shouldn't be.
Yes i can. Dodge is way too powerful a defense, and in sore need of something that makes it less foolproof.
That's exactly the reason why ZOS intentionally made dive undodgeable in the firstplace. So there is nothing to "fix".
By the way, frags can be made undodgeable as soon as they lose the knockdown.
I think dodge would be fine if evade wasn't in the picture.. at least dodge needs to be manually done and evade is just passive defense that is not earned by the player.. its complete RNG.
I've had my Bloodthirst and ballista chain evaded by the RNG chance.. its a very sketchy and passive mechanic.
I've never liked the RNG dodge mechanic. I'm also am not a fan of the plethora of undodgeable attacks in this game. The only abilities that should be undodgeable are ground AoEs.
I'd happily see evasion removed from this game, but dodge rolling needs to be made viable if they were to remove it.
How would they make it viable when a lot of skills go through dodge now?
Theres also the cost increase to account for.
Strider_Roshin wrote: »TheBonesXXX wrote: »grim_tactics wrote: »grim_tactics wrote: »If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Kinda like that warden would die if you were the one with friends outnumbering him, eh?
His sustain is high enough to get away and Wardens can be tanky as hell too. Kind of like a Sorc that shield stacks.
I'm saying - an ability that can only be blocked that does that much damage has no place in the game because it's spammable. If they're going to allow this - then go ahead and make it where CFrags can't be dodged and Curse can stack. Bet all of you would lose your minds if that was the case.
They need to fix this on Wardens and make it dodgable. You cant argue that it shouldn't be.
Yes i can. Dodge is way too powerful a defense, and in sore need of something that makes it less foolproof.
That's exactly the reason why ZOS intentionally made dive undodgeable in the firstplace. So there is nothing to "fix".
By the way, frags can be made undodgeable as soon as they lose the knockdown.
I think dodge would be fine if evade wasn't in the picture.. at least dodge needs to be manually done and evade is just passive defense that is not earned by the player.. its complete RNG.
I've had my Bloodthirst and ballista chain evaded by the RNG chance.. its a very sketchy and passive mechanic.
I've never liked the RNG dodge mechanic. I'm also am not a fan of the plethora of undodgeable attacks in this game. The only abilities that should be undodgeable are ground AoEs.
I'd happily see evasion removed from this game, but dodge rolling needs to be made viable if they were to remove it.
Strider_Roshin wrote: »TheBonesXXX wrote: »grim_tactics wrote: »grim_tactics wrote: »If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Kinda like that warden would die if you were the one with friends outnumbering him, eh?
His sustain is high enough to get away and Wardens can be tanky as hell too. Kind of like a Sorc that shield stacks.
I'm saying - an ability that can only be blocked that does that much damage has no place in the game because it's spammable. If they're going to allow this - then go ahead and make it where CFrags can't be dodged and Curse can stack. Bet all of you would lose your minds if that was the case.
They need to fix this on Wardens and make it dodgable. You cant argue that it shouldn't be.
Yes i can. Dodge is way too powerful a defense, and in sore need of something that makes it less foolproof.
That's exactly the reason why ZOS intentionally made dive undodgeable in the firstplace. So there is nothing to "fix".
By the way, frags can be made undodgeable as soon as they lose the knockdown.
I think dodge would be fine if evade wasn't in the picture.. at least dodge needs to be manually done and evade is just passive defense that is not earned by the player.. its complete RNG.
I've had my Bloodthirst and ballista chain evaded by the RNG chance.. its a very sketchy and passive mechanic.
I've never liked the RNG dodge mechanic. I'm also am not a fan of the plethora of undodgeable attacks in this game. The only abilities that should be undodgeable are ground AoEs.
I'd happily see evasion removed from this game, but dodge rolling needs to be made viable if they were to remove it.
leepalmer95 wrote: »Strider_Roshin wrote: »TheBonesXXX wrote: »grim_tactics wrote: »grim_tactics wrote: »If all you can do is block this crap - don't even try to turn and run away. Just accept the fact you're gonna die from the Warden or his friends if you're out numbered and can't LoS.
Kinda like that warden would die if you were the one with friends outnumbering him, eh?
His sustain is high enough to get away and Wardens can be tanky as hell too. Kind of like a Sorc that shield stacks.
I'm saying - an ability that can only be blocked that does that much damage has no place in the game because it's spammable. If they're going to allow this - then go ahead and make it where CFrags can't be dodged and Curse can stack. Bet all of you would lose your minds if that was the case.
They need to fix this on Wardens and make it dodgable. You cant argue that it shouldn't be.
Yes i can. Dodge is way too powerful a defense, and in sore need of something that makes it less foolproof.
That's exactly the reason why ZOS intentionally made dive undodgeable in the firstplace. So there is nothing to "fix".
By the way, frags can be made undodgeable as soon as they lose the knockdown.
I think dodge would be fine if evade wasn't in the picture.. at least dodge needs to be manually done and evade is just passive defense that is not earned by the player.. its complete RNG.
I've had my Bloodthirst and ballista chain evaded by the RNG chance.. its a very sketchy and passive mechanic.
I've never liked the RNG dodge mechanic. I'm also am not a fan of the plethora of undodgeable attacks in this game. The only abilities that should be undodgeable are ground AoEs.
I'd happily see evasion removed from this game, but dodge rolling needs to be made viable if they were to remove it.
How would they make it viable when a lot of skills go through dodge now?
Theres also the cost increase to account for.
Toc de Malsvi wrote: »This is just BS. Magicka Wardens have amazing mobility.Strider_Roshin wrote: »Strider_Roshin wrote: »Dunno dude, I honestly didn't had so much problem against warden unless they're coming from behind in bg, playng as warden, as heavy mag dk and medium stamplar (ok I may have pirate skeleton on stamplar :P) just don't stay in their face to take deep fissure and you're fine. Honestly I had more problem on stam blade viper selene or sorc in heavy with tremor and viper..
Problem is not warden. The class is so bad soloing that any warden throwing cliff racer is no problem. The problem is more than 2 wardens spamming it
The class is so weak and ill done that they need to form groups to be somewhat viable PvP. In that case, a projectile with dmg increase based on distance is overkill. Nevertheless the class is played and has a succesful rate just because one skll. Does that mean the class is good? No. Is just a skill overperforming.
I wouldn't have any problem with that skill if none of the changes done last patch have taken effect. The class was more than OK if included in Homestead with Homestead rules, but nerfing block and constitution while incerasing dmg through MoA star has created unbalance that favors the class introduced in Morrowind (which in turn you have to buy to use it) How is that remotely close to the concept of "fair play"? (oxymoron intended)
Ugh this class is incredibly powerful, and very easy to 1vX with. The class needs no help by having an undodgeable attack.
Maybe you find the class to be weak because you're weak at playing it
Its not, stop that trash talking. I play it exusively since morrowind and its way way harder than any other class for 1vX except magicka NB.
U procblades seems really pissed lol
It has a higher skill cap than most, but it is certainly not weak. Wrecking groups as a Warden is stupid easy with scorch. And the undodgeable dive makes securing kills very easy since no one can play defensively against you. No one in medium armor that is.
Also I'm certainly not a proc blade.
Do u have a magden or know that from others? I can agree, if the enemys dont see me (e.g., fighting an other guy in BGS) and I come in with scorch and target 1 with dive into CS combo, yes - he will die. So may 1 other if he was already low and get hit by sorch.
The thing is, going in on a procblade on 80% target will kill it also, or a templar or whatever. Ifu as a magden are targeted by 2 players I wanna see how u kill them so easily. Ofc , bad players are easy kills, but they are on any class.
Again, the max magicka route is very similar to magicka NB. How many do u see 1vX?
Magicka warden has very bad mobility and are *** by snares, its very hard to land deep fissure if u are focused by 2 players , 80% snared and they are rolling / walking all the timé through u.
Listen, I understand, dive is "cancer" if u already fighting other people, but so are pricblades or 3 sorcs spamming curse. In a 1v1 u dont spam dive as a magden or u instakilled if u dont have ur shield up. OFC, talking about the necro route , there are other ways to build the magden, but they dont have that huge burst.
Major Expedition
Snare's reduced in effectiveness by 15%.
Ability to gap close to an ally
If you think they have bad mobility you are ignorant of the class or playing it very poorly.
So many straw men from both sides in this thread.
Let me be bold and say CR doesn't need to be dodgable, but I want it to be. Here's why;
Magdens aren't weak in pvp, though I don't think they are necessarily OP. Shalk fletcher CR is a solid offensive foundation, ice fort lotus netch are great buffs to build a back bar around.
Fletcher is a very hard hitting dot, esp every other cast. Shalk is a funny skill, it's weaknesses are also its strengths. It's got a delay and has to be aimed manually. Delay helps line up big burst. And its AOE stun and damage makes it an effective area denial ability.
What makes this all work really well are birds. Hits hard, costs little, instant cast. They are undodgaeable so you have to eat the damage. But that's fine for builds that are meant to eat damage.
Shields and heals are a great counter to wardens. It's nothing special really just like any other fight, eat damage with shield or heals, counter attack.
Block is only an ok counter to the rotation of fletcher, shalk/CR cycle because the limited mobility while blocking keeps you in shalk area while sprinting or dodgerolling away from shalk makes you eat birds. It works though esp if you are a s/b DK who can tank and then regen resources through ultimate and sustain.
But a high burst medium stam has a hard time dealing with birds. You have to dodge the shalk, while healing through/blocking birds. Meanwhile fletcher is eating you alive and probably proving skoria.
If you get in a burst combo and he survives through the CC you have to contend with healing ward and possibly a healing ulti, forest or resto probably. Fletcher still eating you with skoria, then back to blocking / healing birds while running away from shalk.
If birds were dodgeable it wouldn't really hurt the warden against heavy stam/mag classes who don't roll much and are built to eat the damage already. It would make match ups against medium stam more even. Hence I want but don't need bird to be dodgeable. This game doesn't need to be RPS.
So many straw men from both sides in this thread.
Let me be bold and say CR doesn't need to be dodgable, but I want it to be. Here's why;
Magdens aren't weak in pvp, though I don't think they are necessarily OP. Shalk fletcher CR is a solid offensive foundation, ice fort lotus netch are great buffs to build a back bar around.
Fletcher is a very hard hitting dot, esp every other cast. Shalk is a funny skill, it's weaknesses are also its strengths. It's got a delay and has to be aimed manually. Delay helps line up big burst. And its AOE stun and damage makes it an effective area denial ability.
What makes this all work really well are birds. Hits hard, costs little, instant cast. They are undodgaeable so you have to eat the damage. But that's fine for builds that are meant to eat damage.
Shields and heals are a great counter to wardens. It's nothing special really just like any other fight, eat damage with shield or heals, counter attack.
Block is only an ok counter to the rotation of fletcher, shalk/CR cycle because the limited mobility while blocking keeps you in shalk area while sprinting or dodgerolling away from shalk makes you eat birds. It works though esp if you are a s/b DK who can tank and then regen resources through ultimate and sustain.
But a high burst medium stam has a hard time dealing with birds. You have to dodge the shalk, while healing through/blocking birds. Meanwhile fletcher is eating you alive and probably proving skoria.
If you get in a burst combo and he survives through the CC you have to contend with healing ward and possibly a healing ulti, forest or resto probably. Fletcher still eating you with skoria, then back to blocking / healing birds while running away from shalk.
If birds were dodgeable it wouldn't really hurt the warden against heavy stam/mag classes who don't roll much and are built to eat the damage already. It would make match ups against medium stam more even. Hence I want but don't need bird to be dodgeable. This game doesn't need to be RPS.
Two corrections: Shalk is not AOE stun (it only stuns one target, closest to the warden), and fetcher flies do not proc skoria (this might be a bug, nonetheless that's what it is right now.)
So many straw men from both sides in this thread.
Let me be bold and say CR doesn't need to be dodgable, but I want it to be. Here's why;
Magdens aren't weak in pvp, though I don't think they are necessarily OP. Shalk fletcher CR is a solid offensive foundation, ice fort lotus netch are great buffs to build a back bar around.
Fletcher is a very hard hitting dot, esp every other cast. Shalk is a funny skill, it's weaknesses are also its strengths. It's got a delay and has to be aimed manually. Delay helps line up big burst. And its AOE stun and damage makes it an effective area denial ability.
What makes this all work really well are birds. Hits hard, costs little, instant cast. They are undodgaeable so you have to eat the damage. But that's fine for builds that are meant to eat damage.
Shields and heals are a great counter to wardens. It's nothing special really just like any other fight, eat damage with shield or heals, counter attack.
Block is only an ok counter to the rotation of fletcher, shalk/CR cycle because the limited mobility while blocking keeps you in shalk area while sprinting or dodgerolling away from shalk makes you eat birds. It works though esp if you are a s/b DK who can tank and then regen resources through ultimate and sustain.
But a high burst medium stam has a hard time dealing with birds. You have to dodge the shalk, while healing through/blocking birds. Meanwhile fletcher is eating you alive and probably proving skoria.
If you get in a burst combo and he survives through the CC you have to contend with healing ward and possibly a healing ulti, forest or resto probably. Fletcher still eating you with skoria, then back to blocking / healing birds while running away from shalk.
If birds were dodgeable it wouldn't really hurt the warden against heavy stam/mag classes who don't roll much and are built to eat the damage already. It would make match ups against medium stam more even. Hence I want but don't need bird to be dodgeable. This game doesn't need to be RPS.
@Strider_Roshin so you want to make dodge a hard counter to everything?